Y'all got any of them AIs for turned based strategy games? Seriously, I'm starting to think turn based strategy games like Civilization, etc, will be the last to get any attention. Why? We need good AIs for these games and they're not yet solved as far as I know. Furthermore, you don't have to model the human interface by limiting actions per second like with DotA or StarCraft. Yes, we solved Go, but turn based strat…
I don't think the answer is technical. A good AI for a game like Civilization would have knowledge of human social concepts like honor and vindictiveness, which are both concepts problematic to pin down. The definitions of concepts like these are fluid, they change with the times and societies in question. But that's not to say any possible setting for these concepts is equally valid when trying to emulate human behavior. Some settings will seem unrealistic, like a mustache twirling villain or a hyper-rational pointy-eared alien. Neither make for good AIs if you're shooting for human-like behavior.
Humans can certainly individually craft fictional personalities that seem realistic; authors do it all the time. But from a gameplay perspective that tactic falls flat; you end up with a limited set of personalities the player becomes familiar with and the game consequently loses relay value. In the Civilization games, every player knows that Gandhi has a short temper and likes to launch nukes. Rather than crafting individual personalities, how does a game designer define a function that returns personalities with a realistic distribution? How can a game designer define such a function if the parameters aren't truly known by science and the artists who craft individual personalities are going off wishy-washy metrics like gut instinct and artistic intuition?